Mycelium Runner by suvi

Play as a frightened shroom in this rogue-like survivor game where you must evolve to outlast the impending onslaught of enemies. Construct unique builds to defend yourself and reach the arbitrary "level 20" alive, hopefully with cap still firmly attached to stem.
And if you can't evolve... you can always run*!
*with mouse-only controls (they seemed like a good decision at the time)


| Link | https://digitarium.itch.io/mycelium-runner |
| Original URL | https://ldjam.com/events/ludum-dare/55/mycelium-runner |
Ratings
| Overall | 192th | 3.962⭐ | 28🧑⚖️ |
| Fun | 141th | 3.981⭐ | 28🧑⚖️ |
| Innovation | 397th | 3.558⭐ | 28🧑⚖️ |
| Theme | 1148th | 2.66⭐ | 27🧑⚖️ |
| Graphics | 212th | 4.25⭐ | 28🧑⚖️ |
| Humor | 395th | 3.365⭐ | 28🧑⚖️ |
| Mood | 541th | 3.596⭐ | 28🧑⚖️ |
| Given | 31🗳️ | 30🗨️ |
Having sound effects would have been great but given the complete upgrading system you created in just 2 days...I am just amazed!
Wonderful little game, I could really lose hours on it ^_^'
Great job!
Loved all the different upgrade options available, makes it really satisfying to build out your run, and the overall gameplay was a solid take on a passive shooter.
Awesome work!
The game mechanics can be a bit tricky at times.
Overall, it's a fun and unique game. Nice job! :)
Please can you vote on my game too? :)
Gameplay is very easy to understand: just run around from enemies and collect droplets, but the upgrade system is quite complex. I really appreciate the amount of different upgrades, all with different effects and icons.
I didn't really like that droplets disappear so quickly, but I can see that this mechanic is there to make the player attempt riskier moves.
Overall, it's a very fun game, I had a great time with it!
And yes web version don't work for me it's just black screen
Thank you, the game is wonderful. Good luck to you!
The first thing is that I'm not really convinced about moisture balls disappearing over time. It seems to me that you did this to synergize with other strategies (buffing you when you collect moisture), but to me it creates a more boring pattern of gameplay. During each round you have to collect as much moisture as possible; otherwise you'll lose in a few rounds due to being under-statted. It means that you have to constantly go in circles, to end up in a spot where you last killed an enemy to collect money. And it makes gameplay more boring than it would be if the money was either just collected automatically, or stayed until the end of the round. Either that, or maybe you could try to spice it up and make it drop much further from the killed enemy, to create more situational opportunities for the player and spice up gameplay.
The second aspect is the pricing/power level of items you buy. It would be more interesting in my opinion, if there were more items that are stronger, but cost much more. Right now it starts to feel underwhelming when you have items in all slots and are limited in buying by slots, not by items price. It's just not that satisfying to buy the slot for 60 to then place item worth 20 in there.
Anyway, the game is great, very good job and you guys can be proud of yourself!
I didn't think about the item/slot costs like that before, but yeah, that's a very good point. I wonder if it'd be a good idea to prevent these higher-cost/power items from showing up in the shop before you have like 3 slots unlocked in a specific body part. Or if it'd be more interesting to see something you can't afford/takes up a potentially affordable item option at the beginning of a run, but gives you something to build towards.
Thanks again for the comment, you gave us a bunch of things to think about!
@oscar-berry Both web and windows? Which browser are you using?
If the problem turns out to be mouse click capture, I can map the button to a keyboard key (maybe space).
We'll definitely experiment with more broken/exotic items being expensive as well as the idea of item tiers/luck for the post Jam version. There's also a very good chance that some of the existing strong items will become much more expensive.
Sorry for all the questions -- I've been trying to track down a similar (possibly same) bug for a while in one of our other games. I suspect it's an issue with code I reuse accross projects, but I havent figured out the eldritch incantation needed to summon it yet!

I wonder if this is a caching issue, maybe the browser is holding on to an old resource file or something along those lines. Do you have the same problem if you try to play the game in private browsing/incognito?
Is your browser version outdated by any chance?
I think your best shot to debug this would be to run the game in debug on a computer with the same problem as me.
If you want me to do this I could give you my discord :)